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Couple of Questions

Posted: Fri Apr 21, 2006 12:36 pm
by gvide
hi ppl

have some questions

1.how do i insert props to radiant?

2.wht prog do i need?

thx fore the help!

Posted: Fri Apr 21, 2006 12:44 pm
by roughrider
Props? What are props?
Maybe try to elaborate a little more on what you are meaning and someone can help you better.

Posted: Fri Apr 21, 2006 12:45 pm
by Survivor
I think he means models?

Posted: Fri Apr 21, 2006 12:49 pm
by gvide
im doing a quake3 map and i want to import some prefrabs, models

Posted: Fri Apr 21, 2006 1:03 pm
by Foo
Right click somewhere in one of the 2D views, pick misc->misc_model

A dialog will pop up for you to select the MD3 model you want to add to the level. Pick it from the \yourquakefolder\baseq3\models\ folder

Once you've added it, it might not show up as the right model in your 3d view. To correct this, select the entity you just placed, press N to bring up the entity inspector window.

Now on the MODEL key, you should find that the path to the model includes a full drive path to the model like c:\quake\baseq3\models\skulls\skull.md3

This is wrong. Alter it so it's just a relative path like:
models/skulls/skull.md3

Then the model should show up correctly in the editor, and in game.

Posted: Fri Apr 21, 2006 1:43 pm
by gvide
ok i have tryde that and i can load the model but can se it:/

Posted: Fri Apr 21, 2006 2:09 pm
by Foo
I can't understand what you've typed.

Posted: Fri Apr 21, 2006 2:12 pm
by gvide
when i load the model/prop i get a red box and can't see the model/prop


sorry no good om english:/

Posted: Fri Apr 21, 2006 2:14 pm
by Foo
Foo wrote:Once you've added it, it might not show up as the right model in your 3d view. To correct this, select the entity you just placed, press N to bring up the entity inspector window.

Now on the MODEL key, you should find that the path to the model includes a full drive path to the model like c:\quake\baseq3\models\skulls\skull.md3

This is wrong. Alter it so it's just a relative path like:
models/skulls/skull.md3

Then the model should show up correctly in the editor, and in game.

Posted: Mon Apr 24, 2006 9:27 am
by gvide
Thanks for all the help foo. The model is working now, the only proble was that it was to small to see, so only rescaled and voila.

But one question remains. How do I get textures to work in the editor, when it comes to models and the walls. Right now I can't load them into the editor, nothing happens?

Thanks in advance!

Posted: Mon Apr 24, 2006 3:49 pm
by obsidian
What kind of models are you using? MD3, AAS?

Posted: Tue Apr 25, 2006 7:28 am
by gvide
using ase models

Posted: Tue Apr 25, 2006 9:31 am
by Shallow
Make sure the name of the material/shader in your modelling program is the name of the path to the texture for the model, e.g. if the texture to be used is in baseq3/models/mymodel/blah.tga, then the name of the material should be models/mymodel/blah

The important thing to understand is that it is the material name that needs to be correct.

If this doesn't make sense tell us what software you are using to make the ASE and hopefully someone can provide a step by step guide.

Posted: Tue Apr 25, 2006 12:29 pm
by gvide
ok i would be werry nice if i could get a step by stem guide.
im using maya fore my moddels and propps.

Posted: Tue Apr 25, 2006 4:15 pm
by gvide
Right now I have a problem with the textures, when I load them in Radiant, I get it in the menu, but when I try to use it, its empty so my big question is what is wrong:/

here sit the shater text
textures\q3evil2\evil2_basefloor
{

{
map q3evil2/textures/evil2_basefloor/flr_b-w.tga
tcGen lightmap
}
}

Thanks in advance!

Posted: Tue Apr 25, 2006 4:20 pm
by Foo
Can you use the regular quake 3 textures?

If so, you need to open \textures\shaderlist.txt and add the shader folder at the bottom.

Posted: Tue Apr 25, 2006 4:25 pm
by obsidian
Step by step guide in the archive sticky (scroll halfway down to the screenies):
http://www.quake3world.com/ubb/Archives ... 26044.html?

I think Foo means \scripts\shaderlist.txt ;)

Posted: Tue Apr 25, 2006 4:32 pm
by gvide
yes i can ues the regual q3 textures and i have added the it in the shader list but stil i cant se the texture.

and thx obsidian fore the link:)

Posted: Tue Apr 25, 2006 4:35 pm
by Foo
obsidian wrote:I think Foo means \scripts\shaderlist.txt ;)
DSFARGEGF! :puke: :puke: :puke:

Posted: Tue Apr 25, 2006 4:40 pm
by gvide
???=)



//eerie
//gfx
//hell
gothic_block
gothic_button
gothic_door
gothic_floor
gothic_light
gothic_trim
gothic_wall
liquids
//menu
//models
organics
sfx
skin
skies
floor_09

and when load the floor_09 fil i get this in the console : Loaded 0 shaders and created default shader for 0 orphan textures.
:S

Posted: Tue Apr 25, 2006 4:41 pm
by obsidian
If that's all you are doing with your shader, you don't even need one. Just make sure that you pointed the material paths in your ASE file to the correct texture name.

Also, when you say the texture doesn't appear in Radiant, does it still compile fine in game?

Shaderlist.txt contains the names of the actual shader files without the file extensions, not the actual name of the shaders contained within the text file. So "skies.shader" is listed as "skies". "myshaders.shader" would be listed as "myshaders".

Posted: Tue Apr 25, 2006 4:53 pm
by gvide
it woorkss

Posted: Tue Apr 25, 2006 5:40 pm
by gvide
ok now can see the textures:D thx fore the help foo and obsidian and sorry fore my bad english and all the trubbbel

Posted: Wed Apr 26, 2006 12:58 pm
by gvide
1more question:/

now i can se the texture in the editer but the texture is red and black and a text on inte that says shader image missing is there some wat that i can se thet texture??


Thanks in advance!